Jump to content

courtneyfrb

Members
  • Posts

    55
  • Joined

  • Last visited

Everything posted by courtneyfrb

  1. I think somebody already mentioned a few of those, but the original poster was like, nah.
  2. For f) , the original poster said that they wanted a "bone pile for Hunterborn bones", and I said I'll try. If I can't, then I'll just use an other container..
  3. Just to be clear, you want; a) One bed ( what type? The CK has a few different kinds... actual beds, bed rolls, hay beds, etc.) b) A tanning rack and anvil c) No smelter or forge d) Some containers ( anything besides chests? Barrels? A dresser?) e) Log pile container for wood storage ( oddly enough, I was planning on making something like this for myself a while ago... never got a round to it. I'll see what I can do for that ) f) Bone pile for Hunterborn bones ( not sure if the CK has anything like that, but I'll see what I can find, and try to make it work ) g) In the ice fields ( how far out are we speaking? Can you give me a landmark for where you want it? )
  4. I'd like to try this. I really need the practice with the ck.
  5. Okay, I started using "Player Dialogue" because "Dialogue Views" is just unusable. The problem is that "Player Dialogue" seems to be just as buggy as "Dialogue Views"... I can't add any responses because the "Okay" button doesn't work, and when I press "Cancel", I get an error telling me, "cannot open multiple response windows," but I have none open to begin with! If I press "Okay" and close the message, then it opens a new window with a bunch of empty fields that I can't edit or do anything with; if I press "Okay", it closes and I'm back at "Player Dialogue" with no changes. It will keep going in this circle unless I restart the CK by exiting it and then re-launching it [if I go back to "Data" and reload the plugin from there, nothing changes]. Then I'll be able to see the window where I can add responses, but the "Okay" button still won't work. I'm adding screenshots because my English sucks.
  6. Thanks. I just can't stand how buggy the main Dialogue View is.
  7. Is there an alternative to using "Dialogue View" in the CK to create quest dialogues? Like maybe writing out the each dialogue branch ( along with replies, etc. ) in a separate .txt files, and then using some script* to connect them? *I know next to nothing about scripting, so excuse my ignorance if what I said is totally stupid.
  8. I'm done, but I couldn't change the "bunnies slaughtered" stat. I found a tutorial that goes into detail on how to do it, but it's way above my skill level.
  9. Should I do anything with the folder 'dialogue views'? It's also in the .zip, and has a bunch of .xml files.
  10. Trying to make a new Dark Brotherhood side contract quest, but I keep getting a papyrus error whenever I close the quest editor, save, or click on one of the quest stages I made. What am I doing wrong?
  11. Excuse my English, sometimes it's not the best... When I exited the CK I got this error message. I just pressed ignore. What I what to know is if this is another CK bug, or is it something I did? Here's the message:
  12. Hi. How do I create a unique looking actor in the CK? I'm thinking of making a follower, but I don't want to use an existing NPC's face.
  13. Does anyone know where I can find an advanced tutorial on Navmesh? I read somewhere that there's a way to create preferred pathways to keep NPCs from wandering into places they're not supposed to be, but I can't figure out how to do it. I'd prefer if the tutorial had pictures to go with it, but it's okay if there isn't any. Thank you!
  14. Solved! I think Blender wasn't sure where Python was installed or something. I just followed this tutorial: http://www.katsbits.com/tutorials/blender/python-path-variable.php
  15. It's been over a day and a half, so it's okay bump this right?
  16. When I try to import an NIF into Blender, it tells me 'Python script error; check console'. When I check the console, it points to the place I installed Blender, and tells me I didn't install Python [which I did]. I followed this: http://wiki.tesnexus.com/index.php/installation_of_Blender All I want to do is put a hole in an existing Skyrim mesh]. When I found out that using NIFSkope to delete part of the mesh wouldn't also get rid of the collision data, I installed Blender hoping I could make a new collision data. I installed Blender, PyFFI, Blender NIF Scripts, and Python. I know there are millions Youtube video out there, and there'd probably be at least one that might help with this, but I can't use video tutorials. I've uninstalled and reinstalled Blender, PyFFI, NIF Scripts, and Python over and over, and it's still not making a difference. Please could someone help me out, any help is appreciated. Thank you. EDIT: Just noticed the attached picture is incredibly small. Here's what it says: --------------- Compiled with Python version 2.6.2. 'import site' failed; use -v for traceback Checking for installed Python... No installed Python found. Only built-in modules available. Some scripts may not run. Continuing happily. Traceback (most recent call last): File "(string)", line 1, in (module) File "C:\Program Files (x86)\Steam\SteamApps\common\Tools\Blender\.blender\scr ipts\import\import_nif.py", line 20, in (module) from nif_common import NifImportExport File "C:\Program Files (x86)\Steam\SteamApps\common\Tools\Blender\.blender\scr ipts\bpymodules\nif_common.py", line 91, in (module) from pyffi.formats.nif import NifFormat File "C:\Program Files (x86)\Steam\SteamApps\common\Tools\Blender\.blender\scr ipts\bpymodules\pyffi\formats\nif\_init_.py", line 324, in (module) import logging ImportError: No module named logging Traceback (most recent call last): ------------ After this it just repeats itself.
  17. I'll turning off the sync, hopefully it will prevent it from happening again. Thanks.
×
×
  • Create New...